Files
FNGameProj/Source/FortniteGame/Public/AppliedHomebaseData.h
2024-01-21 00:41:14 +01:00

28 lines
902 B
C++

#pragma once
#include "CoreMinimal.h"
#include "GameplayEffectTypes.h"
#include "FortAbilitySetHandle.h"
#include "AppliedHomebaseData.generated.h"
class UAbilitySystemComponent;
USTRUCT(BlueprintType)
struct FAppliedHomebaseData {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
UAbilitySystemComponent* Source;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
UAbilitySystemComponent* Target;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<FActiveGameplayEffectHandle> AppliedEffects;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<FFortAbilitySetHandle> AppliedAbilitySets;
FORTNITEGAME_API FAppliedHomebaseData();
};